﻿#include "Star.h"

#include "Resource.h"

Star::Star(LPDIRECT3DDEVICE9 d3ddv, LPDIRECT3DSURFACE9 BackBuffer, LPD3DXSPRITE SpriteHandler, float x, float y, int ID, int Object_State, int Direction) : Object(x, y, ID, Object_State)
{
	this->setIDObjType(ID);

	p_sprite = new Sprite(SpriteHandler, ResourceMng::GetInst(d3ddv, BackBuffer)->GetTexture(L"..\\Resources\\Images\\item_32.png"), 125, 0);

	_xOld = x;
	_yOld = y;

	width = p_sprite->getTexture()->getWidth();
	height = p_sprite->getTexture()->getHeight();

	 
	veloc_x = 0;
	veloc_y = 0;
	accel_x = 0;
	accel_y = 0;

	isGravity = true;

	 

	//this->obj_state = IS_IDLE;
	this->obj_state = Object_State;

	direction = Direction;
	if (obj_state == IS_MOVING)
	{
		p_sprite->setFrame(3,4);
		if (direction == 1) //sang trai
		{
			veloc_x=-0.200;
		} 
		else if (direction == 2) //sang phai
		{
			veloc_x=0.200;
		}
	} 
	else if (obj_state == IS_IDLE)
	{
		p_sprite->setFrame(7,7);	//frame an
	}
}

Star::~Star()
{
	/*if (_sprite != NULL)
	{
	delete _sprite;
	}*/
}

void Star::render(int cameraX, int cameraY)
{
	if (obj_state != IS_REMOVE)
	{
		p_sprite->render(pos_x, pos_y, cameraX, cameraY);
	}

}

OBJECT_TYPE Star::getObjectType()
{

	return OBJECT_ITEM;//OBJECT_LAND;
}
 

void Star::update(list<Object*>* obj_list, DxInput* input, float gameTime)
{
	switch(obj_state)
	{
	case IS_IDLE:
	 
		break;
	case IS_ACTIVING:
		p_sprite->setFrame(3,4);

		pos_x += veloc_x * gameTime;
		pos_y += veloc_y * gameTime + 1/2 * accel_y * gameTime * gameTime;
		if(pos_y > this->_yOld + 32)
			changeState(IS_MOVING);

		break;
	case IS_MOVING:
		
		 
		move(obj_list, gameTime);
		break;
	}


	p_sprite->update(gameTime);
 
}

void Star::CheckObjects(list<Object*>* staObjs,list<Object*>* dynObjs)
{

	list<Object*>::iterator i;
	Object* obj;
	if(isCheckedContainer==false)
		for(i=staObjs->begin();i!=staObjs->end();i++)
		{
			obj=*i;
			//if(obj->GetID()==21||obj->GetID()==25) //gach:21, gach dau hoi: 25
			//	if(Collision::RectVsRect(this->GetBond(),obj->GetBond()))
			//	{
			//		container=obj;
			//		break;
			//	}
		}

		isCheckedContainer=true;
}

void Star::move(list<Object*>* obj_list, float TPF)
{
	Object* obj;
	list<Object*>::iterator i;

	//Theo phương x
	pos_x += veloc_x*TPF;	 

	//Theo phương y
	accel_y = GRAVITY;
	veloc_y -= accel_y * TPF;
	pos_y += veloc_y * TPF + 1.0/2 * accel_y * TPF * TPF;
	

	for (i = obj_list->begin(); i != obj_list->end(); i++)
	{
		obj = *i;
		if (obj->getObjectType() == OBJECT_LAND)
		{
			//Box box = this->getBox(time);
			Box box(this->_xOld,
				this->_yOld - this->height, 
				width, 
				height, 
				veloc_x * TPF, 
				veloc_y * TPF + 1.0f/2.0f * accel_y * TPF * TPF);

			//Box block = obj->getBox(time);
			Box block(obj->getPosX(),
				obj->getPosY() - obj->getHeight(),// - 0.11,
				obj->getWidth(),
				obj->getHeight()
				);

			Box boxphase = Collision::GetSweptBroadphaseBox(box);
			if (Collision::AABBCheck(boxphase, block))
			{
				float normalx = 0;
				float normaly = 0;
				float collision_time = Collision::SweptAABB(box, block, normalx, normaly);
				if (0 < collision_time && collision_time < 1)
				{
					
					if (normalx == 1 && normaly == 0)		//va cham tu phai -> trai
					{
						pos_x = _xOld + veloc_x * collision_time;// + 1.0f/2.0f * accel_x * collision_time *collision_time;
						accel_x = 0;
						veloc_x = -veloc_x;

						 
					} 
					else if (normalx == -1 && normaly == 0)		//va cham tu trai -> phai
					{
						pos_x = _xOld + veloc_x * collision_time;// + 1.0f/2.0f * accel_x * collision_time *collision_time;
						accel_x = 0;
						veloc_x = -veloc_x;

						 
					}
					else if (normalx == 0 && normaly == -1)		//va cham tu duoi -> tren
					{
						pos_y = _yOld + veloc_y * collision_time + 1.0f/2.0f * accel_y * collision_time *collision_time;
						veloc_y = -veloc_y;
						accel_y = 0;
					}
					else if (normalx == 0 && normaly == 1)		//va cham tu tren -> duoi
					{
						

						pos_y = _yOld + veloc_y * collision_time + 1.0f/2.0f * accel_y * collision_time *collision_time + 0.5;
						accel_y = 0;
						veloc_y = 1.2;

						 
					}

					/*if (this->_yOld - this->height <= obj->getPosY() + 1.5)
					{
						isGravity = false;
					}
					else
					{
						isGravity = true;
					}*/
					 

					 

					 
				}
				 
			}
			else
			{
				/*if (this->_yOld - this->height > obj->getPosY() + 1.5)
				{
					isGravity = true;
				}*/
				 
			}


			 
		}
	}

	
	_xOld = pos_x;
	_yOld = pos_y;

	if (veloc_x >= 0)
	{
		direction = 2;
	} 
	else
	{
		direction = 1;
	}
}

void Star::changeState(int state)
{
	obj_state = state;
	switch(state)
	{
	case IS_ACTIVING:

		veloc_y = 2.00;

		break;
	case IS_MOVING:
		veloc_y = 0;

		veloc_x = 0.200;
		break;
	case IS_READY:
		pos_y = this->_yOld - 32; 
		break;

	case IS_REMOVE:

		break;
	}
}